/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

GUNNER

==============================================================================
*/

#include "g_local.h"
#include "m_gunner.h"

static int  sound_pain;
static int  sound_pain2;
static int  sound_death;
static int  sound_idle;
static int  sound_open;
static int  sound_search;
static int  sound_sight;

void gunner_idlesound(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

void gunner_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void gunner_search(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}

bool visible(edict_t *self, edict_t *other);
void GunnerGrenade(edict_t *self);
void GunnerFire(edict_t *self);
void gunner_fire_chain(edict_t *self);
void gunner_refire_chain(edict_t *self);

void gunner_stand(edict_t *self);

static const mframe_t gunner_frames_fidget[] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, gunner_idlesound },
    { ai_stand, 0, NULL },

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
const mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};

void gunner_fidget(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        return;
    if (random() <= 0.05f)
        self->monsterinfo.currentmove = &gunner_move_fidget;
}

static const mframe_t gunner_frames_stand[] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, gunner_fidget },

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, gunner_fidget },

    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, gunner_fidget }
};
const mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};

void gunner_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &gunner_move_stand;
}

static const mframe_t gunner_frames_walk[] = {
    { ai_walk, 0, NULL },
    { ai_walk, 3, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 7, NULL },
    { ai_walk, 2, NULL },
    { ai_walk, 6, NULL },
    { ai_walk, 4, NULL },
    { ai_walk, 2, NULL },
    { ai_walk, 7, NULL },
    { ai_walk, 5, NULL },
    { ai_walk, 7, NULL },
    { ai_walk, 4, NULL }
};
const mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};

void gunner_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &gunner_move_walk;
}

static const mframe_t gunner_frames_run[] = {
    { ai_run, 26, NULL },
    { ai_run, 9,  NULL },
    { ai_run, 9,  NULL },
    { ai_run, 9,  NULL },
    { ai_run, 15, NULL },
    { ai_run, 10, NULL },
    { ai_run, 13, NULL },
    { ai_run, 6,  NULL }
};

const mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};

void gunner_run(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        self->monsterinfo.currentmove = &gunner_move_stand;
    else
        self->monsterinfo.currentmove = &gunner_move_run;
}

static const mframe_t gunner_frames_runandshoot[] = {
    { ai_run, 32, NULL },
    { ai_run, 15, NULL },
    { ai_run, 10, NULL },
    { ai_run, 18, NULL },
    { ai_run, 8,  NULL },
    { ai_run, 20, NULL }
};

const mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};

void gunner_runandshoot(edict_t *self)
{
    self->monsterinfo.currentmove = &gunner_move_runandshoot;
}

static const mframe_t gunner_frames_pain3[] = {
    { ai_move, -3, NULL },
    { ai_move, 1,  NULL },
    { ai_move, 1,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 1,  NULL }
};
const mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};

static const mframe_t gunner_frames_pain2[] = {
    { ai_move, -2, NULL },
    { ai_move, 11, NULL },
    { ai_move, 6,  NULL },
    { ai_move, 2,  NULL },
    { ai_move, -1, NULL },
    { ai_move, -7, NULL },
    { ai_move, -2, NULL },
    { ai_move, -7, NULL }
};
const mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};

static const mframe_t gunner_frames_pain1[] = {
    { ai_move, 2,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, -5, NULL },
    { ai_move, 3,  NULL },
    { ai_move, -1, NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 1,  NULL },
    { ai_move, 1,  NULL },
    { ai_move, 2,  NULL },
    { ai_move, 1,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, -2, NULL },
    { ai_move, -2, NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL }
};
const mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};

void gunner_pain(edict_t *self, edict_t *other, float kick, int damage)
{
    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.framenum < self->pain_debounce_framenum)
        return;

    self->pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;

    if (Q_rand() & 1)
        gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
    else
        gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    if (damage <= 10)
        self->monsterinfo.currentmove = &gunner_move_pain3;
    else if (damage <= 25)
        self->monsterinfo.currentmove = &gunner_move_pain2;
    else
        self->monsterinfo.currentmove = &gunner_move_pain1;
}

void gunner_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, -8);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}

static const mframe_t gunner_frames_death[] = {
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, -7, NULL },
    { ai_move, -3, NULL },
    { ai_move, -5, NULL },
    { ai_move, 8,  NULL },
    { ai_move, 6,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL },
    { ai_move, 0,  NULL }
};
const mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};

void gunner_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    int     n;

// check for gib
    if (self->health <= self->gib_health) {
        gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
        for (n = 0; n < 2; n++)
            ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        for (n = 0; n < 4; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    if (self->deadflag == DEAD_DEAD)
        return;

// regular death
    gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_YES;
    self->monsterinfo.currentmove = &gunner_move_death;
}

void gunner_duck_down(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_DUCKED)
        return;
    self->monsterinfo.aiflags |= AI_DUCKED;
    if (skill->value >= 2) {
        if (random() > 0.5f)
            GunnerGrenade(self);
    }

    self->maxs[2] -= 32;
    self->takedamage = DAMAGE_YES;
    self->monsterinfo.pause_framenum = level.framenum + 1 * BASE_FRAMERATE;
    gi.linkentity(self);
}

void gunner_duck_hold(edict_t *self)
{
    if (level.framenum >= self->monsterinfo.pause_framenum)
        self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
    else
        self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}

void gunner_duck_up(edict_t *self)
{
    self->monsterinfo.aiflags &= ~AI_DUCKED;
    self->maxs[2] += 32;
    self->takedamage = DAMAGE_AIM;
    gi.linkentity(self);
}

static const mframe_t gunner_frames_duck[] = {
    { ai_move, 1,  gunner_duck_down },
    { ai_move, 1,  NULL },
    { ai_move, 1,  gunner_duck_hold },
    { ai_move, 0,  NULL },
    { ai_move, -1, NULL },
    { ai_move, -1, NULL },
    { ai_move, 0,  gunner_duck_up },
    { ai_move, -1, NULL }
};
const mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};

void gunner_dodge(edict_t *self, edict_t *attacker, float eta)
{
    if (random() > 0.25f)
        return;

    if (!self->enemy)
        self->enemy = attacker;

    self->monsterinfo.currentmove = &gunner_move_duck;
}

void gunner_opengun(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
}

void GunnerFire(edict_t *self)
{
    vec3_t  start;
    vec3_t  forward, right;
    vec3_t  target;
    vec3_t  aim;
    int     flash_number;

    flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    // project enemy back a bit and target there
    VectorCopy(self->enemy->s.origin, target);
    VectorMA(target, -0.2f, self->enemy->velocity, target);
    target[2] += self->enemy->viewheight;

    VectorSubtract(target, start, aim);
    VectorNormalize(aim);
    monster_fire_bullet(self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

void GunnerGrenade(edict_t *self)
{
    vec3_t  start;
    vec3_t  forward, right;
    vec3_t  aim;
    int     flash_number;

    if (self->s.frame == FRAME_attak105)
        flash_number = MZ2_GUNNER_GRENADE_1;
    else if (self->s.frame == FRAME_attak108)
        flash_number = MZ2_GUNNER_GRENADE_2;
    else if (self->s.frame == FRAME_attak111)
        flash_number = MZ2_GUNNER_GRENADE_3;
    else // (self->s.frame == FRAME_attak114)
        flash_number = MZ2_GUNNER_GRENADE_4;

    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    //FIXME : do a spread -225 -75 75 225 degrees around forward
    VectorCopy(forward, aim);

    monster_fire_grenade(self, start, aim, 50, 600, flash_number);
}

static const mframe_t gunner_frames_attack_chain[] = {
    { ai_charge, 0, gunner_opengun },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
const mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};

static const mframe_t gunner_frames_fire_chain[] = {
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire },
    { ai_charge,   0, GunnerFire }
};
const mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};

static const mframe_t gunner_frames_endfire_chain[] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
const mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};

static const mframe_t gunner_frames_attack_grenade[] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GunnerGrenade },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GunnerGrenade },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GunnerGrenade },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, GunnerGrenade },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
const mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};

void gunner_attack(edict_t *self)
{
    if (range(self, self->enemy) == RANGE_MELEE) {
        self->monsterinfo.currentmove = &gunner_move_attack_chain;
    } else {
        if (random() <= 0.5f)
            self->monsterinfo.currentmove = &gunner_move_attack_grenade;
        else
            self->monsterinfo.currentmove = &gunner_move_attack_chain;
    }
}

void gunner_fire_chain(edict_t *self)
{
    self->monsterinfo.currentmove = &gunner_move_fire_chain;
}

void gunner_refire_chain(edict_t *self)
{
    if (self->enemy->health > 0)
        if (visible(self, self->enemy))
            if (random() <= 0.5f) {
                self->monsterinfo.currentmove = &gunner_move_fire_chain;
                return;
            }
    self->monsterinfo.currentmove = &gunner_move_endfire_chain;
}

/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_gunner(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    sound_death = gi.soundindex("gunner/death1.wav");
    sound_pain = gi.soundindex("gunner/gunpain2.wav");
    sound_pain2 = gi.soundindex("gunner/gunpain1.wav");
    sound_idle = gi.soundindex("gunner/gunidle1.wav");
    sound_open = gi.soundindex("gunner/gunatck1.wav");
    sound_search = gi.soundindex("gunner/gunsrch1.wav");
    sound_sight = gi.soundindex("gunner/sight1.wav");

    gi.soundindex("gunner/gunatck2.wav");
    gi.soundindex("gunner/gunatck3.wav");

    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;
    self->s.modelindex = gi.modelindex("models/monsters/gunner/tris.md2");
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, 32);

    self->health = 175;
    self->gib_health = -70;
    self->mass = 200;

    self->pain = gunner_pain;
    self->die = gunner_die;

    self->monsterinfo.stand = gunner_stand;
    self->monsterinfo.walk = gunner_walk;
    self->monsterinfo.run = gunner_run;
    self->monsterinfo.dodge = gunner_dodge;
    self->monsterinfo.attack = gunner_attack;
    self->monsterinfo.melee = NULL;
    self->monsterinfo.sight = gunner_sight;
    self->monsterinfo.search = gunner_search;

    gi.linkentity(self);

    self->monsterinfo.currentmove = &gunner_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    walkmonster_start(self);
}
